Filtering by
- All Subjects: sports
- All Subjects: Education
- Creators: Byrne, Jared
- Member of: Barrett, The Honors College Thesis/Creative Project Collection
The academic environment has historically been somewhat slow to implement and adopt new technologies. However, developments in video games have created an opportunity for students to learn new skills and topics through nontraditional mediums of education. The disruption caused by the COVID-19 pandemic further highlighted the need for flexible learning opportunities. Joystick Education is our approach to addressing this need. Through online, game-based tutoring and a database of video games with high educational value, Joystick Education creates a learning environment that is effective, fun, and engaging for students. We analyzed popular, mainstream video games for educational content and selected nine games that teach concepts like history, biology, or physics while playing the game. Through promotion on social media, we generated buzz around our website which led to 103 unique visitors over our first month online and two customers requesting to book our tutoring service. We are confident that given more time to grow, Joystick Education can generate profit and become a successful business.
For decades, women in the field of sports media have battled for equality with their male counterparts. In 1972, Title IX was passed, stating that “no person in the United States shall, on the basis of sex, be excluded from participation in, be denied the benefits of, or be subject to discrimination under any educational program or activity receiving Federal financial assistance.” In 1978, the iconic court case, Melissa Ludtke and Time Inc., v. Bowie Kuhn, Commissioner of Baseball, confirmed that the Fourteenth Amendment guarantees that women should be given the same rights as men, specifically in regards to locker room access. Today, legally women and men in the field of sports media have the same rights. But many people would argue that is not the case. In the five decades succeeding these milestones, women have continued their fight for a more level playing field. Women in sports media are largely stereotyped, they are often judged based on their looks not their knowledge, they are underrepresented in a field that is male dominated. It could be assumed most women working in sports media have at least one instance where they have been judged on the basis of sex. And in 2021, sexual harassment allegations are still being made in the industry.. How will the events of this decade shape the future for women in this field? What strides are left to be made and how will they be achieved?
The sports universe has been around for over a century and yet the at home sports viewing experience has seen little change. Even though our society has seen monumental innovative, technological advances, watching sports at home has not undergone any changes and may soon find itself a thing of the past unless something changes. When the COVID-19 pandemic arose, a problem surfaced of revenue loss and decreasing fan retention leaving teams and leagues stumbling for solutions. RYZE offers a never before seen product that can revolutionize how sports fans watch and engage in sporting events. By taking the lucrative concept of “battle passes” from the video game industry and placing it in the sports industry, RYZE hopes to increase overall fan revenue, retention, and engagement. A clear market size and wide range of potential customers, RYZE looks to help fans stay engaged while also earning prizes. With competition ranging from fantasy sports to virtual reality, RYZE has competitive advantages that give it potential to become a sports fan’s go to product when thinking about their favorite team. RYZE has gone from a propelling question to a bright idea and then to a prototype along with a full pitch deck and hopes to engrain itself in college athletics, MLB, and other professional sports leagues.
The sports universe has been around for over a century and yet the at home sports viewing experience has seen little change. Even though our society has seen monumental innovative, technological advances, watching sports at home has not undergone any changes and may soon find itself a thing of the past unless something changes. When the COVID-19 pandemic arose, a problem surfaced of revenue loss and decreasing fan retention leaving teams and leagues stumbling for solutions. RYZE offers a never before seen product that can revolutionize how sports fans watch and engage in sporting events. By taking the lucrative concept of “battle passes” from the video game industry and placing it in the sports industry, RYZE hopes to increase overall fan revenue, retention, and engagement. A clear market size and wide range of potential customers, RYZE looks to help fans stay engaged while also earning prizes. With competition ranging from fantasy sports to virtual reality, RYZE has competitive advantages that give it potential to become a sports fan’s go to product when thinking about their favorite team. RYZE has gone from a propelling question to a bright idea and then to a prototype along with a full pitch deck and hopes to engrain itself in college athletics, MLB, and other professional sports leagues.
This project dives into the journey of our entrepreneurial startup with the Founders Lab Thesis Program. In the global sports business industry, we knew that there was something missing. While conducting market research, there was little data and information about sustainability initiatives that engaged sports fans, especially in college sports. Not to mention, there was no sustainability information provided on any existing platforms that sporting teams use for ticketing and advertising. So, for our startup, we decided to create a website called SustainSports which gives fans the opportunity to inform themselves about sustainability initiatives at sports events (https://sustainsports.webflow.io/). These fans can also earn points and rewards for practicing sustainability activities at home. In short, SustainSports serves as an educational, interactive, and informative website that connects users to sustainability initiatives, community activities, and exciting rewards, while encouraging users to continue such environmentally-friendly practices in their daily lives. In chronological order, this thesis paper will examine the process we took to create SustainSports and demonstrate our efforts that properly allowed us to defend it one academic year later. From meetings with renowned sports enthusiasts and professors to interviews with ASU students and sports fans, we have listened to and taken in diverse perspectives to understand the perceptions of sustainability in the global sports industry. When we realized that there was a significant gap between sports and sustainability - both important elements of American society and culture - we knew a change needed to be made. Hence, SustainSports came to life, offering users a fresh opportunity to be more aware of their sustainability surroundings, while simultaneously enjoying the sports they know and love.
This project dives into the journey of our entrepreneurial startup with the Founders Lab Thesis Program. In the global sports business industry, we knew that there was something missing. While conducting market research, there was little data and information about sustainability initiatives that engaged sports fans, especially in college sports. Not to mention, there was no sustainability information provided on any existing platforms that sporting teams use for ticketing and advertising. So, for our startup, we decided to create a website called SustainSports which gives fans the opportunity to inform themselves about sustainability initiatives at sports events (https://sustainsports.webflow.io/). These fans can also earn points and rewards for practicing sustainability activities at home. In short, SustainSports serves as an educational, interactive, and informative website that connects users to sustainability initiatives, community activities, and exciting rewards, while encouraging users to continue such environmentally friendly practices in their daily lives. In chronological order, this thesis paper will examine the process we took to create SustainSports and demonstrate our efforts that properly allowed us to defend it one academic year later. From meetings with renowned sports enthusiasts and professors to interviews with ASU students and sports fans, we have listened to and taken in diverse perspectives to understand the perceptions of sustainability in the global sports industry. When we realized that there was a significant gap between sports and sustainability - both important elements of American society and culture - we knew a change needed to be made. Hence, SustainSports came to life, offering users a fresh opportunity to be more aware of their sustainability surroundings, while simultaneously enjoying the sports they know and love.
This project dives into the journey of our entrepreneurial startup with the Founders Lab Thesis Program. In the global sports business industry, we knew that there was something missing. While conducting market research, there was little data and information about sustainability initiatives that engaged sports fans, especially in college sports. Not to mention, there was no sustainability information provided on any existing platforms that sporting teams use for ticketing and advertising. So, for our startup, we decided to create a website called SustainSports which gives fans the opportunity to inform themselves about sustainability initiatives at sports events (https://sustainsports.webflow.io/). These fans can also earn points and rewards for practicing sustainability activities at home. In short, SustainSports serves as an educational, interactive, and informative website that connects users to sustainability initiatives, community activities, and exciting rewards, while encouraging users to continue such environmentally-friendly practices in their daily lives. In chronological order, this thesis paper will examine the process we took to create SustainSports and demonstrate our efforts that properly allowed us to defend it one academic year later. From meetings with renowned sports enthusiasts and professors to interviews with ASU students and sports fans, we have listened to and taken in diverse perspectives to understand the perceptions of sustainability in the global sports industry. When we realized that there was a significant gap between sports and sustainability - both important elements of American society and culture - we knew a change needed to be made. Hence, SustainSports came to life, offering users a fresh opportunity to be more aware of their sustainability surroundings, while simultaneously enjoying the sports they know and love.
The process to answer these questions began by compiling a list of 166 journalists who could provide valuable insight into the current state of sports journalism. Targeted specifically were those journalists who were either currently or had spent extensive time as a beat reporter, as a crucial aspect of the study hinged on the exploration of the role of analytics in day-to-day coverage. Of those 166 journalists, 93 made themselves available through either Twitter direct message or email. Once contacted, 47 of those journalists responded, eventually leading to 27 phone interviews and 7 email interviews.
Each interview began with the journalist establishing a baseline for what they thought the role of analytics should be in the coverage of their respective sports. From there, the conversation often took a linear turn as journalists talked about the experiences in their career that led them to that conclusion, what moments had shifted their overall opinions of analytics, their best approaches for utilizing analytics in both articles and interviews, their favorite and least favorite analytical measures, the gaps that remain in analytics, and the future of the industry as a whole.
Each interview was transcribed, and a number of compelling themes emerged. The many different themes were organized into three different groups, past, present and future, where they were further expanded on to best display the many concepts illustrated in this thesis. Among the themes explored include how journalists use coaches and players to validate statistics, what strategies work best when including analytics in conversations with athletes, how to find story ideas through analytics and the issues plaguing the analytics community. Once themes had been identified, the percentage of journalists who had indicated agreement with the themes were calculated. Thus, themes investigated were represented statistically as well as by a quote from a journalist addressing the idea.
Across 34 interviews with some of the country’s most established and well-respected voices, many of the pressing issues facing analytics in sports journalism today were explored, including the melding of analytical and narrative writing, how best to use analytics in question asking, and the “holy grail” of analytical data. Across interviews, a host of interesting strategies and ideas emerged as journalists examined how the industry reached its current point, what practices are currently most effective, and where the industry is headed. The perspective gained from this thesis gives insight into many of the lesser-discussed elements of journalism, imparting a deeper understanding of the challenges that lay ahead for sports journalism through an examination for how far the industry has come. While analytics and their usage in sports journalism remains a difficult concept to fully encapsulate, this thesis hopefully gives a better look at their complex and ever-evolving relationship.